When playing one of the older versions of D&D, such as OSE (Old-School Essentials) or BX (Basic/Expert) D&D, one common complaint is how easy it is to die. Characters have very low hit points: you can die with one failed saving throw. See this interesting article on the myth of OSR lethality. While not getting into the debate of whether such lethality is a good or bad feature of the old school games, here I’d like to introduce some optional rules for GMs. These rules make characters more survivable while at the same time preserving the gritty feeling of old-school D&D.

Other Considerations in Lethal Games

Retainers: Even with these house rules, OSE/BX will still be lethal, consider having a retainer or two for each player character if you have 4 or fewer player characters. Perhaps the retainer will be your backup character to play (at least for the rest of a session) if your main character dies. 

Heirs: I would also require all characters to define an heir. Perhaps this is a squire or a relative. Introducing this side character into the story or through flashback scenes can enhance the narrative if your character dies and an heir takes their place in the adventure.

Revealing Traps and Dangers: It is demoralizing when a character encounters a trap they are unaware of and then have to make a save, which, if they fail, means they die. GMs should consider foreshadowing dangers such as traps so that the risks are known. See this excellent video on this topic. Running traps and similar dangers in this way can reduce many of the “rocks fall; everyone dies” seemingly arbitrary situations that lead to death.

House Rules for Hit Points and Death

Hit Points: You receive maximum hit points for level one and take the better of a roll (or the average for that roll, rounding up) when rolling hit points for other levels. 

Auto-Kill: If you receive damage in a single blow greater than or equal to your normal maximum hit points, you automatically die without any saving throw or broken item allowed to mitigate death.

Broken Items: You can break an item to avoid damage from a single blow. The item must be in use and in one of your hands during the combat round.  The item must also be either a bulky combat item (such as a shield or +1 sword) or a valuable magic-related item (such as a wand or holy symbol). As always, the GM will have the final say on allowable items which can be broken to avoid damage. Mundane items are broken and damaged beyond repair (although the DM may rule that an appropriate artisan could reforge a legendary sword or artifact).

“Roll the Body” Save: When you fall to 0 hp, you drop down and may be dead. If no one checks on you, you will be dead (bleeding out, eaten by monsters, or a similar fate). If someone does roll your body over and spend a turn aiding you, make a final Save versus Death. On a success, you recover and have one hp; on a failure, you are genuinely dead (but note the option to take a Permanent Ability Score Loss to turn a failed roll into a success). 

Permanent Ability Score Loss: After making a Save versus Death on a “Roll the Body” save, you have the option to permanently reduce a single physical ability (STR, DEX, or CON) and use that reduced amount as a bonus to your Save versus Death roll. This is done immediately after a failed Save versus Death and turns the failed roll into a success. Narratively describe the permanent wound befitting the lowered ability score; reducing your STR by 4 to receive a +4 bonus to you Save versus Death may mean a maimed arm or a horrid scar. You may continue to play this maimed character.  Sometimes lowering your ability would have such a dire effect on the character that the player may prefer letting their character die and rolling up a new character. A generous GM may allow you to play your maimed character until the end of the session and then retire them, replacing them with a new 1st level character (albeit possibly an heir who receives the retired character’s possession). 

Mortally Wounded: In some cases, the GM may rule that a failed Death save is a mortal wound. You are destined to die with such a mortal wound, and no spell or healing potion can prevent it. At the end of the encounter, you revive with one hp and live for a while, usually until the end of the session, when you perish forever (unless a resurrection spell subsequently returns you from the dead). You have a moment to say your goodbyes, and you’d best tell them while you can because if you take another blow before the end of the session, you are finally and truly dead.